made lower difficulty bots a bit easier

This commit is contained in:
jeefo 2015-07-31 20:32:08 +03:00
commit 4256d15bf1
5 changed files with 121 additions and 23 deletions

View file

@ -893,8 +893,10 @@ private:
edict_t *m_targetEntity; // the entity that the bot is trying to reach
edict_t *m_hostages[MAX_HOSTAGES]; // pointer to used hostage entities
bool m_moveToGoal; // bot currently moving to goal??
bool m_isStuck; // bot is stuck
bool m_isReloading; // bot is reloading a gun
int m_reloadState; // current reload state
int m_voicePitch; // bot voice pitch
@ -946,13 +948,19 @@ private:
float m_lookPitchVel; // look pitch velocity
float m_lookUpdateTime; // lookangles update time
bool m_moveToGoal; // bot currently moving to goal??
Vector m_randomizedIdealAngles; // angle wanted with noise
Vector m_angularDeviation; // angular deviation from current to ideal angles
Vector m_aimSpeed; // aim speed calculated
float m_randomizeAnglesTime; // time last randomized location
float m_playerTargetTime; // time last targeting
void InstantChatterMessage (int type);
void BotAI (void);
void CheckSpawnTimeConditions (void);
bool IsMorePowerfulWeaponCanBeBought (void);
void PurchaseWeapons (void);
bool IsMorePowerfulWeaponCanBeBought (void);
int PickBestFromRandom (int *random, int count);
bool CanDuckUnder (const Vector &normal);
@ -1009,6 +1017,7 @@ private:
bool EnemyIsThreat (void);
void UpdateLookAngles (void);
void UpdateBodyAngles (void);
void UpdateLookAnglesLowSkill (const Vector &direction, const float delta);
void SetIdealReactionTimes (bool actual = false);
bool IsRestricted (int weaponIndex);
bool IsRestrictedAMX (int weaponIndex);